ConfigManager.ts 18 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. const { ccclass, property } = _decorator;
  4. // 局内金币花费配置接口
  5. export interface InGameCostConfig {
  6. baseCost: number;
  7. shapeCosts: {
  8. [shapeId: string]: number;
  9. };
  10. }
  11. // 弹道配置接口
  12. export interface BulletTrajectoryConfig {
  13. type: string;
  14. speed: number;
  15. gravity: number;
  16. arcHeight: number;
  17. homingStrength: number;
  18. homingDelay: number;
  19. rotateSpeed?: number; // 旋转速率 (0~1),仅在 arc 弹道中使用
  20. }
  21. // 弹药数量配置接口
  22. export interface BulletCountConfig {
  23. type: string;
  24. amount: number;
  25. spreadAngle: number;
  26. burstCount: number;
  27. burstDelay: number;
  28. }
  29. // 命中效果配置接口
  30. export interface HitEffectConfig {
  31. type: string;
  32. priority: number;
  33. params: {
  34. damage: number;
  35. [key: string]: any;
  36. };
  37. }
  38. // 弹药生命周期配置接口
  39. export interface BulletLifecycleConfig {
  40. type: string;
  41. maxLifetime: number;
  42. penetration: number;
  43. ricochetCount: number;
  44. returnToOrigin: boolean;
  45. returnDelay?: number; // 返回延迟(秒)
  46. maxRange?: number; // 最大射程
  47. effectDuration?: number; // 效果持续时间(用于地面效果)
  48. }
  49. // 武器配置接口
  50. export interface WeaponConfig {
  51. id: string;
  52. name: string;
  53. type: string;
  54. rarity?: string; // 可选字段,支持动态稀有度(合成时可变)
  55. stats: {
  56. damage: number;
  57. fireRate: number;
  58. range: number;
  59. bulletSpeed: number;
  60. accuracy?: number;
  61. };
  62. bulletConfig: {
  63. count: BulletCountConfig;
  64. trajectory: BulletTrajectoryConfig;
  65. hitEffects: HitEffectConfig[];
  66. lifecycle: BulletLifecycleConfig;
  67. visual: {
  68. bulletPrefab: string;
  69. hitEffect: string;
  70. trailEffect?: string;
  71. muzzleFlash: string;
  72. };
  73. };
  74. visualConfig: {
  75. weaponSprites: {
  76. [shapeId: string]: string;
  77. };
  78. fireSound: string;
  79. };
  80. upgradeConfig: {
  81. maxLevel: number;
  82. levels: {
  83. [level: string]: {
  84. cost: number;
  85. };
  86. };
  87. };
  88. // 运行时计算的实际数值(应用技能加成后)
  89. runtimeStats?: {
  90. finalDamage: number;
  91. finalCritDamage: number;
  92. critChance: number;
  93. };
  94. inGameCostConfig?: InGameCostConfig;
  95. }
  96. // 球控制器配置接口
  97. export interface BallControllerConfig {
  98. baseSpeed: number;
  99. maxReflectionRandomness: number;
  100. antiTrapTimeWindow: number;
  101. antiTrapHitThreshold: number;
  102. deflectionAttemptThreshold: number;
  103. antiTrapDeflectionMultiplier: number;
  104. FIRE_COOLDOWN: number;
  105. ballRadius: number;
  106. gravityScale: number;
  107. linearDamping: number;
  108. angularDamping: number;
  109. colliderGroup: number;
  110. colliderTag: number;
  111. friction: number;
  112. restitution: number;
  113. safeDistance: number;
  114. edgeOffset: number;
  115. sensor: boolean;
  116. maxAttempts: number;
  117. }
  118. // 敌人配置接口
  119. export interface EnemyConfig {
  120. id: string;
  121. name: string;
  122. type: string;
  123. rarity: string;
  124. health: number;
  125. speed: number;
  126. attack: number;
  127. range: number;
  128. attackSpeed: number;
  129. defense: number;
  130. goldReward: number;
  131. explosionDamage?: number;
  132. explosionRadius?: number;
  133. movement: {
  134. type: string;
  135. pattern: string;
  136. speedVariation: number;
  137. swayAmplitude?: number;
  138. swayFrequency?: number;
  139. };
  140. combat: {
  141. attackType: string;
  142. attackDelay: number;
  143. attackCooldown: number;
  144. weaponType?: string;
  145. projectileType?: string;
  146. projectileSpeed?: number;
  147. canBlock: boolean;
  148. blockChance: number;
  149. };
  150. visualConfig: {
  151. spritePath: string;
  152. animations: {
  153. [state: string]: string;
  154. };
  155. scale: number;
  156. flipX: boolean;
  157. weapon?: string;
  158. armor?: string;
  159. prop?: string;
  160. };
  161. audioConfig: {
  162. [sound: string]: string;
  163. };
  164. specialAbilities: string[];
  165. stealthConfig?: {
  166. stealthDuration: number;
  167. stealthCooldown: number;
  168. revealOnAttack: boolean;
  169. visibilityAlpha: number;
  170. };
  171. armorConfig?: {
  172. armorHealth: number;
  173. armorReduction: number;
  174. breakThreshold: number;
  175. };
  176. explosionConfig?: {
  177. explosionDelay: number;
  178. explosionEffect: string;
  179. damageRadius: number;
  180. knockbackForce: number;
  181. };
  182. bossConfig?: {
  183. phases: number;
  184. phaseHealthThreshold: number;
  185. enrageBonus?: {
  186. speed: number;
  187. damage: number;
  188. attackSpeed: number;
  189. };
  190. summonAbility?: {
  191. minionType: string;
  192. summonCount: number;
  193. summonCooldown: number;
  194. };
  195. laserAbility?: {
  196. damage: number;
  197. range: number;
  198. chargeTime: number;
  199. cooldown: number;
  200. };
  201. };
  202. projectileConfig?: {
  203. bulletPrefab: string;
  204. hitEffect: string;
  205. trailEffect?: string;
  206. };
  207. }
  208. @ccclass('ConfigManager')
  209. export class ConfigManager extends BaseSingleton {
  210. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  211. public static _instance: ConfigManager;
  212. private weaponsConfig: any = null;
  213. private enemiesConfig: any = null;
  214. private configLoaded: boolean = false;
  215. /**
  216. * BaseSingleton 首次实例化回调
  217. */
  218. protected init() {
  219. console.log('[ConfigManager] 开始初始化配置管理器');
  220. this.loadConfigs();
  221. }
  222. // 加载所有配置文件
  223. private async loadConfigs() {
  224. console.log('[ConfigManager] 开始加载配置文件');
  225. this.configLoaded = false;
  226. try {
  227. // 确保resources bundle已经准备好
  228. await this.ensureResourcesBundle();
  229. // 加载武器配置
  230. console.log('[ConfigManager] 开始加载武器配置');
  231. await this.loadWeaponsConfig();
  232. console.log('[ConfigManager] 武器配置加载完成');
  233. // 加载敌人配置
  234. console.log('[ConfigManager] 开始加载敌人配置');
  235. await this.loadEnemiesConfig();
  236. console.log('[ConfigManager] 敌人配置加载完成');
  237. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  238. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  239. this.configLoaded = true;
  240. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  241. } catch (error) {
  242. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  243. this.configLoaded = false;
  244. // 延迟重试加载
  245. console.log('[ConfigManager] 将在3秒后重试加载配置');
  246. setTimeout(() => {
  247. console.log('[ConfigManager] 开始重试加载配置');
  248. this.loadConfigs();
  249. }, 3000);
  250. }
  251. }
  252. // 确保resources bundle已经准备好
  253. private ensureResourcesBundle(): Promise<void> {
  254. return new Promise((resolve) => {
  255. console.log('[ConfigManager] 检查resources bundle状态...');
  256. // 增加延迟时间,确保Cocos Creator资源系统完全初始化
  257. setTimeout(() => {
  258. console.log('[ConfigManager] resources bundle初始化等待完成');
  259. resolve();
  260. }, 2000); // 增加到2秒
  261. });
  262. }
  263. // 加载武器配置
  264. private loadWeaponsConfig(): Promise<void> {
  265. return new Promise((resolve, reject) => {
  266. console.log('[ConfigManager] 开始加载武器配置...');
  267. resources.load('data/weapons', JsonAsset, (err, asset) => {
  268. if (err) {
  269. console.error('[ConfigManager] 武器配置文件加载失败:', err);
  270. reject(err);
  271. return;
  272. }
  273. if (!asset || !asset.json) {
  274. console.error('[ConfigManager] 武器配置文件内容为空');
  275. reject(new Error('武器配置文件内容为空'));
  276. return;
  277. }
  278. this.weaponsConfig = asset.json as any;
  279. // 验证配置完整性
  280. console.log('[ConfigManager] 验证武器配置完整性...');
  281. if (!this.weaponsConfig.weapons || !Array.isArray(this.weaponsConfig.weapons)) {
  282. console.error('[ConfigManager] 武器配置格式错误:缺少weapons数组');
  283. reject(new Error('武器配置格式错误'));
  284. return;
  285. }
  286. console.log(`[ConfigManager] 武器配置加载成功,共${this.weaponsConfig.weapons.length}个武器`);
  287. // 检查blockSizes配置
  288. if (this.weaponsConfig.blockSizes && Array.isArray(this.weaponsConfig.blockSizes)) {
  289. console.log(`[ConfigManager] ✅ blockSizes配置加载成功,共${this.weaponsConfig.blockSizes.length}个形状`);
  290. this.weaponsConfig.blockSizes.forEach(shape => {
  291. console.log(`[ConfigManager] - 形状: ${shape.id} (${shape.name})`);
  292. });
  293. } else {
  294. console.warn('[ConfigManager] ⚠️ blockSizes配置缺失或格式错误');
  295. }
  296. resolve();
  297. });
  298. });
  299. }
  300. // 加载敌人配置
  301. private loadEnemiesConfig(): Promise<void> {
  302. return new Promise((resolve, reject) => {
  303. console.log('加载敌人配置...');
  304. resources.load('data/enemies', JsonAsset, (err, asset) => {
  305. if (err) {
  306. console.error('敌人配置文件加载失败:', err);
  307. reject(err);
  308. return;
  309. }
  310. if (!asset || !asset.json) {
  311. console.error('敌人配置文件内容为空');
  312. reject(new Error('敌人配置文件内容为空'));
  313. return;
  314. }
  315. this.enemiesConfig = asset.json as any;
  316. console.log('✅ 敌人配置加载成功');
  317. resolve();
  318. });
  319. });
  320. }
  321. // 加载球控制器配置
  322. // 球控制器配置现在通过BallController组件的装饰器直接加载,不再需要在ConfigManager中处理
  323. // 随机获取武器配置
  324. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  325. if (!this.weaponsConfig || !this.weaponsConfig.weapons || this.weaponsConfig.weapons.length === 0) {
  326. console.warn('武器配置未加载或为空');
  327. return null;
  328. }
  329. if (rarity) {
  330. // 按稀有度筛选
  331. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  332. if (filteredWeapons.length === 0) {
  333. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  334. return null;
  335. }
  336. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  337. return filteredWeapons[randomIndex];
  338. }
  339. // 使用稀有度权重系统进行随机选择
  340. const rarityWeights = this.weaponsConfig.rarityWeights;
  341. if (!rarityWeights) {
  342. console.warn('稀有度权重配置未找到,使用随机选择');
  343. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  344. return this.weaponsConfig.weapons[randomIndex];
  345. }
  346. // 计算总权重
  347. // 计算总权重(兼容ES5)
  348. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  349. const randomValue = Math.random() * totalWeight;
  350. // 根据权重选择稀有度
  351. let currentWeight = 0;
  352. let selectedRarity = 'common';
  353. // 兼容ES5的写法遍历对象
  354. for (let rarity in rarityWeights) {
  355. if (rarityWeights.hasOwnProperty(rarity)) {
  356. const weight = rarityWeights[rarity];
  357. currentWeight += weight as number;
  358. if (randomValue <= currentWeight) {
  359. selectedRarity = rarity;
  360. break;
  361. }
  362. }
  363. // 从选中的稀有度中随机选择武器
  364. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  365. if (weaponsOfRarity.length === 0) {
  366. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用随机选择`);
  367. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  368. return this.weaponsConfig.weapons[randomIndex];
  369. }
  370. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  371. const selectedWeapon = weaponsOfRarity[randomIndex];
  372. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  373. return selectedWeapon;
  374. }
  375. }
  376. // 随机获取敌人配置
  377. public getRandomEnemy(rarity?: string): EnemyConfig | null {
  378. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  379. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig) || this.enemiesConfig.length === 0) {
  380. console.warn('敌人配置未加载或为空');
  381. return null;
  382. }
  383. if (rarity) {
  384. // 按稀有度筛选
  385. const filteredEnemies = this.enemiesConfig.filter(enemy => enemy.rarity === rarity);
  386. if (filteredEnemies.length === 0) {
  387. console.warn(`没有找到稀有度为 ${rarity} 的敌人`);
  388. return null;
  389. }
  390. const randomIndex = Math.floor(Math.random() * filteredEnemies.length);
  391. return filteredEnemies[randomIndex];
  392. }
  393. // 直接从敌人列表中随机选择
  394. const randomIndex = Math.floor(Math.random() * this.enemiesConfig.length);
  395. return this.enemiesConfig[randomIndex];
  396. }
  397. // 根据ID获取武器配置
  398. public getWeaponById(id: string): WeaponConfig | null {
  399. if (!this.weaponsConfig) return null;
  400. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  401. }
  402. // 根据ID获取敌人配置
  403. public getEnemyById(id: string): EnemyConfig | null {
  404. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  405. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return null;
  406. return this.enemiesConfig.find(enemy => enemy.id === id) || null;
  407. }
  408. /**
  409. * 获取敌人名称到ID的映射
  410. */
  411. public getNameToIdMapping(): { [key: string]: string } | null {
  412. if (!this.enemiesConfig) return null;
  413. return this.enemiesConfig.nameToIdMapping || null;
  414. }
  415. // 获取所有武器配置
  416. public getAllWeapons(): WeaponConfig[] {
  417. return this.weaponsConfig?.weapons || [];
  418. }
  419. // 获取所有敌人配置
  420. public getAllEnemies(): EnemyConfig[] {
  421. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  422. return Array.isArray(this.enemiesConfig) ? this.enemiesConfig : [];
  423. }
  424. // 根据稀有度获取武器列表
  425. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  426. if (!this.weaponsConfig) return [];
  427. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  428. }
  429. // 根据稀有度获取敌人列表
  430. public getEnemiesByRarity(rarity: string): EnemyConfig[] {
  431. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  432. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return [];
  433. return this.enemiesConfig.filter(enemy => enemy.rarity === rarity);
  434. }
  435. // 获取方块尺寸列表(已更新为形状ID)
  436. public getBlockSizes(): string[] {
  437. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  438. return ['I', 'H-I', 'L', 'S', 'D-T'];
  439. }
  440. // 从blockSizes配置中提取形状ID
  441. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  442. }
  443. // 获取方块形状配置列表
  444. public getBlockShapes(): any[] {
  445. if (!this.weaponsConfig) {
  446. console.warn('[ConfigManager] 武器配置未加载,无法获取方块形状配置');
  447. console.warn('[ConfigManager] 配置加载状态:', this.configLoaded);
  448. return [];
  449. }
  450. if (!this.weaponsConfig.blockSizes) {
  451. console.warn('[ConfigManager] 方块形状配置(blockSizes)未找到');
  452. console.warn('[ConfigManager] 可用的配置字段:', Object.keys(this.weaponsConfig));
  453. return [];
  454. }
  455. if (!Array.isArray(this.weaponsConfig.blockSizes)) {
  456. console.error('[ConfigManager] blockSizes不是数组格式:', typeof this.weaponsConfig.blockSizes);
  457. return [];
  458. }
  459. console.log(`[ConfigManager] 成功获取${this.weaponsConfig.blockSizes.length}个方块形状配置`);
  460. return this.weaponsConfig.blockSizes;
  461. }
  462. // 获取波次进展配置(已废弃,波次配置现在通过关卡系统管理)
  463. public getWaveProgression(): any {
  464. console.warn('[ConfigManager] getWaveProgression已废弃,波次配置现在通过关卡系统管理');
  465. return {};
  466. }
  467. // 根据波次获取合适的敌人(简化版本,直接返回随机敌人)
  468. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  469. // 修复:波次配置现在通过关卡系统管理,这里简化为返回随机敌人
  470. // 具体的波次敌人配置由EnemyController通过关卡配置处理
  471. console.log(`[ConfigManager] 为波次 ${waveNumber} 获取随机敌人`);
  472. return this.getRandomEnemy();
  473. }
  474. // 检查配置是否已加载
  475. public isConfigLoaded(): boolean {
  476. return this.configLoaded;
  477. }
  478. // 获取球控制器配置
  479. // getBallControllerConfig方法已移除,球控制器配置现在通过装饰器直接在BallController中加载
  480. }